1/*-------------------------------------------------------------------------
2 * drawElements Quality Program OpenGL ES 2.0 Module
3 * -------------------------------------------------
4 *
5 * Copyright 2014 The Android Open Source Project
6 *
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
10 *
11 *      http://www.apache.org/licenses/LICENSE-2.0
12 *
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
18 *
19 *//*!
20 * \file
21 * \brief Depth tests.
22 *//*--------------------------------------------------------------------*/
23
24#include "es2fDepthTests.hpp"
25
26#include "tcuTestLog.hpp"
27#include "gluPixelTransfer.hpp"
28#include "tcuImageCompare.hpp"
29#include "tcuRenderTarget.hpp"
30#include "gluStrUtil.hpp"
31
32#include "sglrContextUtil.hpp"
33#include "sglrReferenceContext.hpp"
34#include "sglrGLContext.hpp"
35
36#include "deRandom.hpp"
37
38#include "glwEnums.hpp"
39
40using tcu::RGBA;
41
42namespace deqp
43{
44namespace gles2
45{
46namespace Functional
47{
48
49class DepthShader : public sglr::ShaderProgram
50{
51public:
52								DepthShader		(void);
53
54	void						setColor		(sglr::Context& ctx, deUint32 programID, const tcu::Vec4& color);
55
56private:
57	void						shadeVertices	(const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const;
58	void						shadeFragments	(rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const;
59
60	const sglr::UniformSlot&	u_color;
61};
62
63DepthShader::DepthShader (void)
64	: sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration()
65							<< sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT)
66							<< sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT)
67							<< sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4)
68							<< sglr::pdec::VertexSource("attribute highp vec4 a_position;\n"
69														"void main (void)\n"
70														"{\n"
71														"	gl_Position = a_position;\n"
72														"}\n")
73							<< sglr::pdec::FragmentSource("uniform mediump vec4 u_color;\n"
74														  "void main (void)\n"
75														  "{\n"
76														  "	gl_FragColor = u_color;\n"
77														  "}\n"))
78	, u_color(getUniformByName("u_color"))
79{
80}
81
82void DepthShader::setColor (sglr::Context& ctx, deUint32 programID, const tcu::Vec4& color)
83{
84	ctx.useProgram(programID);
85	ctx.uniform4fv(ctx.getUniformLocation(programID, "u_color"), 1, color.getPtr());
86}
87
88void DepthShader::shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const
89{
90	for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx)
91		packets[packetNdx]->position = rr::readVertexAttribFloat(inputs[0], packets[packetNdx]->instanceNdx, packets[packetNdx]->vertexNdx);
92}
93
94void DepthShader::shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const
95{
96	const tcu::Vec4 color(u_color.value.f4);
97
98	DE_UNREF(packets);
99
100	for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx)
101	for (int fragNdx = 0; fragNdx < 4; ++fragNdx)
102		rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, color);
103}
104
105// \todo [2011-07-11 pyry] This code is duplicated in a quite many places. Move it to some utility?
106class DepthCase : public TestCase
107{
108public:
109								DepthCase				(Context& context, const char* name, const char* description);
110	virtual						~DepthCase				(void) {}
111
112	virtual IterateResult		iterate					(void);
113	virtual void				render					(sglr::Context& context) = DE_NULL;
114};
115
116DepthCase::DepthCase (Context& context, const char* name, const char* description)
117	: TestCase(context, name, description)
118{
119}
120
121TestCase::IterateResult DepthCase::iterate (void)
122{
123	tcu::Vec4					clearColor				= tcu::Vec4(0.125f, 0.25f, 0.5f, 1.0f);
124	glu::RenderContext&			renderCtx				= m_context.getRenderContext();
125	const tcu::RenderTarget&	renderTarget			= renderCtx.getRenderTarget();
126	tcu::TestLog&				log						= m_testCtx.getLog();
127	const char*					failReason				= DE_NULL;
128
129	// Position & size for context
130	de::Random rnd(deStringHash(getName()));
131
132	int		width	= deMin32(renderTarget.getWidth(),	128);
133	int		height	= deMin32(renderTarget.getHeight(),	128);
134	int		x		= rnd.getInt(0, renderTarget.getWidth()		- width);
135	int		y		= rnd.getInt(0, renderTarget.getHeight()	- height);
136
137	tcu::Surface	gles2Frame	(width, height);
138	tcu::Surface	refFrame	(width, height);
139	deUint32		gles2Error;
140	deUint32		refError;
141
142	// Render using GLES2
143	{
144		sglr::GLContext context(renderCtx, log, sglr::GLCONTEXT_LOG_CALLS, tcu::IVec4(x, y, width, height));
145
146		context.clearColor(clearColor.x(), clearColor.y(), clearColor.z(), clearColor.w());
147		context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
148
149		render(context); // Call actual render func
150		context.readPixels(gles2Frame, 0, 0, width, height);
151		gles2Error = context.getError();
152	}
153
154	// Render reference image
155	{
156		sglr::ReferenceContextBuffers	buffers	(tcu::PixelFormat(8,8,8,renderTarget.getPixelFormat().alphaBits?8:0), renderTarget.getDepthBits(), renderTarget.getStencilBits(), width, height);
157		sglr::ReferenceContext			context	(sglr::ReferenceContextLimits(renderCtx), buffers.getColorbuffer(), buffers.getDepthbuffer(), buffers.getStencilbuffer());
158
159		context.clearColor(clearColor.x(), clearColor.y(), clearColor.z(), clearColor.w());
160		context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
161
162		render(context);
163		context.readPixels(refFrame, 0, 0, width, height);
164		refError = context.getError();
165	}
166
167	// Compare error codes
168	bool errorCodesOk = (gles2Error == refError);
169
170	if (!errorCodesOk)
171	{
172		log << tcu::TestLog::Message << "Error code mismatch: got " << glu::getErrorStr(gles2Error) << ", expected " << glu::getErrorStr(refError) << tcu::TestLog::EndMessage;
173		failReason = "Got unexpected error";
174	}
175
176	// Compare images
177	const float		threshold	= 0.02f;
178	bool			imagesOk	= tcu::fuzzyCompare(log, "ComparisonResult", "Image comparison result", refFrame, gles2Frame, threshold, tcu::COMPARE_LOG_RESULT);
179
180	if (!imagesOk && !failReason)
181		failReason = "Image comparison failed";
182
183	// Store test result
184	bool isOk = errorCodesOk && imagesOk;
185	m_testCtx.setTestResult(isOk ? QP_TEST_RESULT_PASS	: QP_TEST_RESULT_FAIL,
186							isOk ? "Pass"				: failReason);
187
188	return STOP;
189}
190
191class DepthCompareCase : public DepthCase
192{
193public:
194	DepthCompareCase (Context& context, const char* name, const char* description, deUint32 compareOp)
195		: DepthCase		(context, name, description)
196		, m_compareOp	(compareOp)
197	{
198	}
199
200	void render (sglr::Context& context)
201	{
202		using tcu::Vec3;
203
204		DepthShader	shader;
205		deUint32	shaderID = context.createProgram(&shader);
206
207		tcu::Vec4	red		(1.0f, 0.0f, 0.0f, 1.0);
208		tcu::Vec4	green	(0.0f, 1.0f, 0.0f, 1.0f);
209
210		// Clear depth to 1
211		context.clearDepthf(1.0f);
212		context.clear(GL_DEPTH_BUFFER_BIT);
213
214		// Enable depth test.
215		context.enable(GL_DEPTH_TEST);
216
217		// Upper left: two quads with same depth
218		context.depthFunc(GL_ALWAYS);
219		shader.setColor(context, shaderID, red);
220		sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f),	Vec3(0.0f, 0.0f, 0.2f));
221		context.depthFunc(m_compareOp);
222		shader.setColor(context, shaderID, green);
223		sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f),	Vec3(0.0f, 0.0f, 0.2f));
224
225		// Lower left: two quads, d1 < d2
226		context.depthFunc(GL_ALWAYS);
227		shader.setColor(context, shaderID, red);
228		sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.4f),	Vec3(0.0f, 1.0f, -0.4f));
229		context.depthFunc(m_compareOp);
230		shader.setColor(context, shaderID, green);
231		sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.1f),	Vec3(0.0f, 1.0f, -0.1f));
232
233		// Upper right: two quads, d1 > d2
234		context.depthFunc(GL_ALWAYS);
235		shader.setColor(context, shaderID, red);
236		sglr::drawQuad(context, shaderID, Vec3(0.0f, -1.0f, 0.5f),	Vec3(1.0f, 0.0f, 0.5f));
237		context.depthFunc(m_compareOp);
238		shader.setColor(context, shaderID, green);
239		sglr::drawQuad(context, shaderID, Vec3(0.0f, -1.0f, 0.3f),	Vec3(1.0f, 0.0f, 0.3f));
240
241		// Lower right: two quads, d1 = 0, d2 = [-1..1]
242		context.depthFunc(GL_ALWAYS);
243		shader.setColor(context, shaderID, red);
244		sglr::drawQuad(context, shaderID, Vec3(0.0f, 0.0f, 0.0f),	Vec3(1.0f, 1.0f, 0.0f));
245		context.depthFunc(m_compareOp);
246		shader.setColor(context, shaderID, green);
247		sglr::drawQuad(context, shaderID, Vec3(0.0f, 0.0f, -1.0f),	Vec3(1.0f, 1.0f, 1.0f));
248	}
249
250private:
251	deUint32	m_compareOp;
252};
253
254DepthTests::DepthTests (Context& context)
255	: TestCaseGroup(context, "depth", "Depth Tests")
256{
257}
258
259DepthTests::~DepthTests (void)
260{
261}
262
263void DepthTests::init (void)
264{
265	addChild(new DepthCompareCase(m_context, "cmp_always",				"Always pass depth test",				GL_ALWAYS));
266	addChild(new DepthCompareCase(m_context, "cmp_never",				"Never pass depth test",				GL_NEVER));
267	addChild(new DepthCompareCase(m_context, "cmp_equal",				"Depth compare: equal",					GL_EQUAL));
268	addChild(new DepthCompareCase(m_context, "cmp_not_equal",			"Depth compare: not equal",				GL_NOTEQUAL));
269	addChild(new DepthCompareCase(m_context, "cmp_less_than",			"Depth compare: less than",				GL_LESS));
270	addChild(new DepthCompareCase(m_context, "cmp_less_or_equal",		"Depth compare: less than or equal",	GL_LEQUAL));
271	addChild(new DepthCompareCase(m_context, "cmp_greater_than",		"Depth compare: greater than",			GL_GREATER));
272	addChild(new DepthCompareCase(m_context, "cmp_greater_or_equal",	"Depth compare: greater than or equal",	GL_GEQUAL));
273}
274
275} // Functional
276} // gles2
277} // deqp
278